Player Settlement
Allows the player to build their own towns, castles, and villages anywhere on the map.
- Build towns, castles, and villages at any location on the campaign map
- Choose from multiple culture-specific settlement models (Aserai, Battanian, Empire, Khuzait, Sturgian, Vlandian)
- Name your settlements
- Configurable build times and gold requirements via MCM
- Bound villages to your towns and castles
- Rebuild or overwrite existing settlements
- War Sails DLC support
- AI kingdoms can siege, assault, and fully capture your player-built settlements – just like vanilla
Safe to add mid-campaign. Not safe to remove once you have built settlements,
as settlement data is stored in the save file and requires the mod to load correctly.
Subscribe and enable in the Bannerlord launcher. Load after Harmony, ButterLib, UIExtenderEx, and MCM.
- Community-maintained update of the original Player Settlement mod
- Fixes multiple crash issues present in the original version
- Full AI siege support for player-built settlements – attack, defense, and capture
- Compatible with v1.3.15 and v1.4.5
- I tried to implement the demolish option but this mechanic is so hardcoded in the engine that it was always crashing the game no matter what, I will try again in the future to find ways to fix this problem, but for the time being it’s not possible.So make backup saves before in case you misplace a town/castle/village and end up not reachable.
- Enemies now actually assault and capture your towns/castles even when you are NOT inside them. Previously the AI would besiege, build a couple of engines, then break off and re-siege over and over without ever storming the walls
- Fixed besieging armies collapsing from cohesion loss before the siege could ever finish
- Fixed the AI refusing to consider an assault "logical" against intact walls even with an overwhelming army
- Fixed the AI cancelling its own assault on the very next decision tick right after committing to it
- AI-vs-AI sieges now play out like vanilla: attackers wear the garrison down until it dies off or surrenders
- Verified and updated all patches for Bannerlord v1.4.5 while keeping v1.3.15 support intact
- Fixed a changed engine method signature that could silently disable every fix at once
- Hardened the patch loader so future game updates that break one fix can no longer take down the rest of the mod – each fix now loads independently
- Fixed crashes when playing alongside total-conversion overhaul mods that use custom campaign maps (tested and confirmed working with Empires of Europe 1700)
- Fixed a crash on save load caused by empty siege camp positioning data for player settlements on custom maps
- Fixed a crash during map load related to distance calculations between towns on custom maps
- Fixed a gameplay crash on unpause related to AI pathing near player settlements
- Fixed a crash in the AI’s siege-scoring logic when evaluating player settlements on custom maps
- These fixes are safe fallbacks only – they do not alter settlement, save, or map data – and only activate for the specific edge cases that previously crashed, so they carry no risk for players not using overhaul mods
- Fixed broken defensive siege engine slot data causing wrong slot counts and unusable deploy points
- Fixed defensive engine markers remaining "clickable" after being removed, causing clicks to silently fail
- Fixed a mis-placed engine marker on one culture’s town model
- Fixed deploy slots becoming permanently unclickable after upgrading a wall tier mid-siege
- Fixed 3D wall meshes showing as already-destroyed at full HP on some settlement models
- Fixed wall-section HP icons showing incorrect/zeroed values
- Reduced redundant wall-section icons down to match the settlement’s real wall section count
- Fixed crash during AI sieges from mismatched siege machine circle counts
- Fixed castle data being wiped on daily tick
- Fixed crash when settlements had no daily project building
- Fixed siege engine array not saving back to instance (crash during sieges)
- Fixed crash when CurrentBuilding was null on player-owned settlements
- Fixed AI kingdoms immediately abandoning sieges on player-built settlements (no camp positions)
- Fixed player settlement militia strength being overestimated, which previously made the AI treat almost any army as "not worth attacking"
- Fixed player settlements being excluded from continued AI attention while already under siege by the same faction, which caused besiegers to give up early
Built-in compatibility patches for:
- Calradian Patrols V2
- Custom Spawns
- Life in Calradia (Housing)
- War Sails DLC
- Empires of Europe 1700 (and other custom-map overhaul mods)
General: Compatible with most overhaul mods. Tested and working with Empires of Europe 1700. Potential conflicts with mods that heavily modify the settlement or siege systems.
Please report any crash with details (what you were doing, mods installed, and if possible the crash log) so I know where to look and how to fix it. More testing is always appreciated, especially from players running large overhaul mods.
Original mod by BOTLANNER
https://steamcommunity.com/sharedfiles/filedetails/?id=3349276720&searchtext=settlement
While I make mods for fun, testing can be time-consuming, and often takes more time than actually playing them. It’s part of the process though.
If you enjoy my work and feel like supporting it, a small donation would genuinely make my day
Support on Ko-fi[ko-fi.com]
Required items:
Click the title to search on this site.
Harmony — Steam Workshop
ButterLib — Steam Workshop
Mod Configuration Menu v5 — Steam Workshop
UIExtenderEx — Steam Workshop
Revisions:
Old revisions of this mod are available below. Click the link to download.